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2.30 releaseQ:

How to simulate 1-bit datastream on the bit level?

I’m making a simple video game, and I want to implement a 1-bit color scheme for sprites. The game will be fully pixel based, so I want to be able to check which color should be applied to any given pixel based on what that pixel looked like the last time the sprite was rendered.
For example, if a sprite is toggled from its current value, I want to have it look like it goes from black -> white, white -> black, etc. The problem is that this is extremely complicated.
I’ve looked around the internet, and I’ve seen a lot of people recommend using a switch/case/if statement to generate this, but that would be incredibly inefficient. To generate a sprite rendered at 32x32x8 values (for instance) I’d have to generate 8 separate 32x32x1 if statements for the depth. (This is assuming the sprite is generated once every frame, and I need to apply different values based on what the sprite looked like the last frame.)
I’m not even sure how to explain the problem properly, so I made this graph to try to visualize what I’m trying to do.
The left is the screenshot from my game. The right is the graph, with dots for pixels.

If I apply a set of values to pixels based on the last frame of the sprite, I’d have to apply a separate set of values based on what the pixel looked like in the last frame of the previous sprite.
How can I create a simple color scheme that is full of if statements to generate 1-bit color values for rendering?

A:

You want to implement «discrete animation». This is the process of defining animation/data for a discrete set of frames, and only updating frames that have changed since the last frame.
If you only ever have to deal with a single sprite, you can use pixel art. You can limit the size of the sprite to 32×32, and there are various ways to generate pixel art animations that will do what you want.
If you need to handle multiple sprites, you need to generate a frame for each sprite, and if you need to support more than one sprite, then you need to add the logic for two sprites in the same frame.
For example, here is a simple «sprite sheet» function that will take

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